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« on: 2016-08-09, 15:42:30 »
Some thoughts on the first question - you can test what is in the UHD cache by generating and saving it, then turning off light sources, swap to load from file, and render, to see the lighting from the UHD Cache only. You may find that all your surfaces have illumination.
Been doing some tests to see (and someone will correct me if I am wrong!). What is visible at rendering does make a difference to what UHD Cache info is stored, e.g. if an object was completely out of frame, it had no UHD Cache info saved. So what seemed to work was:
- Generate from scratch and save the UHD Cache at the first frame
- Change mode to "Try to load and append" and leave it set to save the UHD Cache
- Render other frames which will load the previous cache calculations and add in anything new that it now sees from this frame. You could do this manually to select key points in the timeline, or you could automate by setting render time to 1s and rendering the animation set to every nth frame (smaller n I would expect to yield more accurate results)
- Switch to Load from file when all done.
- You can always try turning off all lights again at the end, to check what is in the UHD Cache as a result of this process
Only just experimented with this, so if anyone can add more info, please do!
Hope this helps!